Using Virtual Reality to Engage Students in STEM
By Lindsey Coulter听
Montgomery Public Schools in Montgomery, Ala., has taken STEM learning to the next level in recent years with a large-scale initiative to create STEM labs in every one of the district鈥檚 elementary schools. The initiative has reinvigorated educators and expanded educational opportunities for approximately 27,000 students across the district.听
鈥淭his initiative has resulted in every student at every elementary school having access to cutting-edge STEM technology and engaging curriculum,鈥 said Bryan Cutter, Ph.D., principal of Dalraida Elementary School.听听
Supporting STEM with AR/VR听
Cutter initiated the first STEM lab as a pilot at his school. In 2022, Dalraida Elementary School opened the Exploration Lab for kindergarten through second grade students as well as the Innovation Lab for grades 3-5. The labs provide hands-on activities that encourage students to be creative innovators, critical thinkers and problem-solvers.听听
鈥淭eachers and administrators can tell the initiative is hitting the engagement goal out of the park just based on the reactions of students,鈥 Cutter said. 鈥淭he STEM labs have brought excitement and engagement to learning, which is the litmus test for a successful project.鈥澨听
The STEM lab initiative also proved successful at Garrett Elementary, where students are using the technology to explore engineering concepts as well as to understand how sharks swim, and robotics programs are now available for all primary grade students Highland Gardens Elementary School and many others across the district.听
Technology to Support Curriculum听
In addition to other learning and teaching aids, Montgomery Public Schools chose to integrate virtual and artificial tools into its STEM curriculum. The technology has been shown to enhance classroom learning across grade levels, helping students grasp abstract concepts and gain hands-on experience. The independent Information Technology & Innovation Foundation has touted AR and VR education tools for their potential to transform the way students learn by offering the ability to share information in new and engaging ways, offering virtual experiences that can mitigate barriers related to factors such as cost or learning ability. The organization also noted that AR/VR can provide K-12 educators with more options for interactive and engaging classroom learning on a variety of subjects or learning objectives.听
鈥淎R/VR experiences can engage students in hands-on, gamified approaches to learning in a variety of subjects鈥攚hich have been shown to support cognitive development and increase classroom engagement,鈥 according to a 2021 report by the ITIF.听
A study published in the Journal of STEM Outreach also found that virtual reality has benefits for distance learners, who can experience greater feelings of social isolation, disconnection, distraction, when compared to in-class learners. This can result in lower engagement rates as well as decreased motivation and academic performance. In a study of rural students who were connected via VR with college-student mentors to study human anatomy, results indicated that the remote learners experienced 鈥渋ncreased motivation, engagement, and satisfaction while learning in VR compared to traditional online methods鈥 and suggested that the technology may even boost students鈥 critical thinking skills.听
The Right Technology Partner听
Recognizing the value of AR- and VR-supported learning in STEM applications, Montgomery School District officials introduced the technology across the district’s elementary school STEM labs.听听

鈥淚 wanted to find a way to use VR to immerse students in experiences where they can virtually travel to different places and have experiences that enhance the curriculum,鈥 Cutter said, noting that the technology provides students with 鈥渆ndless opportunities and immerses them into different environments at their fingertips.鈥听
As in many schools throughout the district, Dalraida Elementary鈥檚 STEM labs feature a set of Avantis Education鈥檚 ClassVR all-in-one VR/AR headsets as well as other technologies and equipment, providing students with immersive experiences and hands-on learning while engaging them in STEM content.听听
The all-in-one VR/AR headset and content platform was designed specifically for K-12 classrooms and the technology is used by more than 2 million students in 200,000 classrooms in 90 countries. To get schools up and running with the technology quickly, Avantis Education provides all the necessary hardware, software, tools, training, and support 鈥 including access to the Eduverse, a vast library of VR and AR content to engage students at all learning levels in a more dynamic and interactive way. This critical learning component includes hundreds of thousands of content options, including standards-aligned lessons and more than 500 3D models which students can examine and interact with using the ClassVR headset鈥檚 front-facing camera and Avantis鈥 AR cube.听
At Montgomery Public Schools, teachers described using technology to virtually take students inside of a tornado, travel through a blood vessel, and virtually hold a frog in their hand using the AR cube.听
A Cost-effective Investment听
As many school districts are constrained by space and funding to invest in new construction or a variety of equipment, virtual reality technology is often a more convenient, realistic and immediate solution to support STEM learning. It can be used in existing classroom space and does not require new construction or modification to existing facilities. Headsets can be stored in convenient lockable charging carts 鈥擟lassVR鈥檚 are even equipped with active cooling fans and wheels which easily fit into storage closets when not in use.听
From a staffing and integration standpoint, AR/VR technology can generally be implemented using a school鈥檚 existing staff and networking infrastructure. For example, ClassVR鈥檚 ergonomically designed headsets and controllers, the intuitive classroom management portal and administrative controls, and the classroom-focused charging carts are all built to simplify both classroom integration and IT setup. ClassVR is optimized for educators, allowing them to focus on creating engaging and immersive learning experiences without a technical hassle.听
鈥淭he labs provide hands-on activities that encourage students to be creative innovators, critical thinkers, and problem-solvers,鈥 said Cutter. 鈥淭hey give every student the opportunity to experience STEM learning.鈥听